Business-strategy board game

ABSTRACT

A business-strategy game and method of playing a business-strategy game is presented herein. The game includes a playing defining a path of game spaces through which the players of the game traverse with corresponding game pieces. A number of the game spaces are associated with financial activities representative of properties and merchants. Each player includes a power status and at least one refund status, wherein said at least one power status is capable of being changed throughout said game. The power status is used to define requirements for financial activities including amounts owed for purchasing goods and services and whether previously accrued credit amounts are due.

CLAIM OF PRIORITY/CROSS-REFERENCE TO RELATED APPLICATION

The present application is based on and a claim of priority is made under 35 U.S.C. § 119(e) to provisional patent application Ser. No. 63/136,650, filed on Jan. 13, 2021, the contents of which are incorporated herein in their entirety by reference.

FIELD OF THE INVENTION

The present invention is directed to a game, and more specifically to a business-strategy or financial-strategy board game which involves the use of various financial transactions and real-life strategies through the game play.

BACKGROUND OF THE INVENTION

Many games involve the stationary use of pieces moving along a game board without any attempt to incorporate thorough business and financial events. In particular, these games often only include a small amount of an overall business event, economic event or real estate event. For instance, a board game related to properties may include paying pieces moving along a board through the use of random die, however, they often lack ingenuity and the need to incorporate real-life business or financial strategies. In particular, the process of most games is stagnant and repetitive using the dice to randomly move playing pieces along the game board, a process that does not change throughout the game play. Each time a player rolls the dice, he or she either acquires land, pays rent, or lands on a space where he/she is penalized.

There are often no concepts for diversity of ideas when acquiring property, paying for rent or purchasing goods/services. For instance, the prices owed are often preconfigured pr stated at the beginning of the game and do not change throughout, regardless of economic or other conditions. This is unrealistic, stagnant, and lacks conditions that require the use of creative financial or business strategies.

SUMMARY OF THE INVENTION

Accordingly, the present invention is generally directed to a game or method of playing a game that incorporates real-life, business-environment scenarios and requires the players to make business and financial-related decisions throughout. For example, in some cases, the game of the present invention employs the use of credit or accounts payable to purchase various items. In doing so, the game also includes payment scenarios, such as 30-day, 60-day and 90-day payback periods within which a player may pay for credits or debts owed, for example, as previously accrued during the game play.

In addition, the game play and decisions made by each individual player may be impacted by one or more status, e.g., as defined by a power status, customer satisfaction status and/or quality status, building status, etc., that can change throughout the game play. More specifically, the player's status (e.g., power status) may determine how much money is owed for certain financial or business transactions, such as, but not limited to, purchasing property, purchasing a merchant or store, paying for goods/services, paying rent, etc. In other words, in some embodiments, the higher the player's power status, the lower the player may need to pay for certain items.

In addition, the player's power status may be a factor when determining when or if the player must pay back credit previously accrued, for example, for purchasing property or for purchasing goods/services from an opposing player. In some cases, if the player's power status is high enough during the different payback periods, e.g., 30-day, 60-day and 90-day payback periods, the player may avoid paying back credit accrued all together.

In some cases, a player may purchase a property during the game play, however, that property may be useless or useless to build upon if it has a low building status. Thus, a building status may be used to vary the value of property though out the game. In this manner, if a property has no value or low value, the opposing player may land on the property without paying rent or other penalty or fee. Therefore, the game strategy may include purchasing property at the lowest cost (e.g., the minimize the fee paid) but also, in some embodiments, the player may need to consider the building status of the property.

Furthermore, customer satisfaction and quality status can be used to determine when, if and how much of a return may be granted to a player. More specifically, a player may return goods or otherwise obtain a financial refund in some cases when customer satisfaction or quality is low. These and other objects, features and advantages of the present invention will become more apparent when the drawings as well as the detailed description are taken into consideration.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is an exemplary schematic and layout of the playing surface as disclosed in accordance with at least one embodiment of the present invention.

FIG. 2A is an exemplary playing piece as disclosed in accordance with at least one embodiment of the present invention.

FIG. 2B is another exemplary playing piece as disclosed in accordance with at least one embodiment of the present invention.

FIG. 3 is an exemplary drawings of a pair of dice as disclosed in accordance with at least one embodiment of the present invention.

FIG. 4 is an exemplary schematic and layout of the playing surface as disclosed in accordance with at least one embodiment of the present invention.

FIG. 5A is an exemplary power status indicator as disclosed in accordance with at least one embodiment of the present invention.

FIG. 5B is an exemplary customer service status indicator as disclosed in accordance with at least one embodiment of the present invention.

FIG. 5C is an exemplary quality status indicator as disclosed in accordance with at least one embodiment of the present invention.

FIG. 6A is a perspective view of an exemplary stack of property cards as disclosed in accordance with at least one embodiment of the present invention.

FIG. 6B is an example property card and corresponding exemplary indicia as disclosed in accordance with at least one embodiment of the present invention.

FIG. 7A is a perspective view of an exemplary stack of merchant cards as disclosed in accordance with at least one embodiment of the present invention.

FIG. 7B is an example merchant card and corresponding exemplary indicia as disclosed in accordance with at least one embodiment of the present invention.

FIG. 8A is a perspective view of an exemplary stack of get credit cards as disclosed in accordance with at least one embodiment of the present invention.

FIG. 8B is an example get credit card and corresponding exemplary indicia as disclosed in accordance with at least one embodiment of the present invention.

FIG. 9A is a perspective view of an exemplary stack of bond cards as disclosed in accordance with at least one embodiment of the present invention.

FIG. 9B is an example bond card and corresponding exemplary indicia as disclosed in accordance with at least one embodiment of the present invention.

FIG. 10A is a perspective view of an exemplary stack of refund cards as disclosed in accordance with at least one embodiment of the present invention.

FIG. 10B is an example refund card and corresponding exemplary indicia as disclosed in accordance with at least one embodiment of the present invention.

FIG. 11A is an exemplary chart illustrating seasonal fee requirements for at least one property as disclosed in accordance with at least one embodiment of the present invention.

FIG. 11B is another exemplary chart illustrating seasonal fee requirements for at least one property as disclosed in accordance with at least one embodiment of the present invention.

FIG. 11C is yet another exemplary chart illustrating seasonal fee requirements for at least one property as disclosed in accordance with at least one embodiment of the present invention.

FIG. 11D is yet another exemplary chart illustrating multiple, combined requirements for at least one property as disclosed in accordance with at least one embodiment of the present invention.

FIG. 12A is a perspective view of an exemplary stack of modify power status cards as disclosed in accordance with at least one embodiment of the present invention.

FIG. 12B is an example modify power status card and corresponding exemplary indicia as disclosed in accordance with at least one embodiment of the present invention.

Like reference numerals refer to like parts throughout the several views of the drawings provided herein.

DETAILED DESCRIPTION OF THE INVENTION

As represented in the accompanying and exemplary drawings, the present invention is directed to a business-oriented or business-strategy game, and a method of playing the business-oriented or business-strategy game. For instance, the game of the various embodiments described herein focuses on different aspects of conducting business and which can be dynamic in that various players or player pieces of at least one embodiment may be associated with or assigned one or more statuses (e.g., a power status, customer service status, and/or quality status) which, in some cases, may change over time or otherwise during the course of the game, and in other cases, may be static during the course of the game.

Furthermore, as described herein, different embodiments of the present invention, and in particular the game or method of playing the game, includes the use of various forms of financial holdings, such as cash, credit (e.g., credit cards or lines of credit), and/or bonds to acquire or purchase properties, merchants, stores, etc. and to pay for or purchase goods or services. In some cases, the game and method of playing the game may offer or include true-to-life business or financial scenarios that involves adversarial moves by various players or player pieces.

More in particular, as described herein, the game of at least one embodiment of the present invention includes a playing surface or game board, generally referenced as 10, as shown in FIGS. 1 and 4 for example, a plurality of player pieces, for example as represented as 12 a, 12 b (FIGS. 2A and 2B), as well as other elements or components of the game, including but not limited to various cards, dice 13, etc. In some cases, each of the elements or components, e.g., game board 10, player pieces, 12 a, 12 b, cards, dice, etc. may be in the form of physical, tangible components or surfaces. In other embodiments, it is contemplated that each of the elements or components or some of the elements or components, e.g., the playing surface or game board 10, player pieces 12 a, 12 b, and other elements or components of the game, including but not limited to various cards, dice, etc., may be embodied in an electronic or digital format which can be played or accessed via a computer system, including but in no way limited to a desktop computer, laptop computer, tablet computer, mobile phone, or the like. In yet another embodiments, some of the components or elements may be embodied in a physical form (e.g., the playing surface 10 and player pieces 12 a, 12 b), while other elements or components (e.g., the cards, dice, etc.) may be embodied in a digital or electronic form.

In any event, the playing surface 10 or game board of at least one embodiment of the present invention includes or otherwise defines a path defined by a plurality of game spaces. More specifically, with reference to FIG. 1 , an exemplary blank playing surface 10 is illustrated with a plurality of arrows showing the path along which the player pieces will traverse. In this example, the playing surface 10 is in the form of a grid wherein each box represents a game space, although other embodiments may include a game board with a plurality of game spaces in a different layout and/or game spaces represented by different or other shapes. In any event, in one exemplary embodiment, the player pieces will begin at the bottom right game space, traverse the path to the left and then zig-zag along the board as shown by the various arrows. In some embodiments, when the player pieces reach the end of the path (e.g., as represented in the top right corner of the exemplary playing surface 10 of FIG. 1 ), the player pieces may continue the game by proceeding back to the bottom right game space.

Other embodiments the playing surface 10 may have a different shape, size or configuration that that shown in the exemplary FIG. 1 , which should not be considered limiting to the game or method of playing the game disclosed herein. For example, in other embodiments, the playing surface 10 may define a continuous or infinite path (e.g., in the form of an oval, circle, square, rectangle, or other shape).

It should also be noted that, in at least one embodiment, the player piece(s) 12 a, 12 b will traverse along the path of the playing surface 10 upon rolling a dice, a pair of dice, or other form of generating a random or partially random number. As an example, if a player rolls three on the dice, he/she will move a corresponding player piece 12 a, 12 b three spaces along the path. FIGS. 2A and 2B are provided for illustrative purposes only showing exemplary player pieces 12 a, 12 b which may be used and traversed along the path of the playing surface 10. Of course, other player pieces can be used, and certain embodiments may include any number of player pieces to represent different players of the game.

Similarly, FIG. 3 is provided as an example of a pair of dice which can be used in connection with the various embodiments of the present invention, for example, to determine how or where to move the player pieces along the path of the playing surface 10, as just described, to determine or define one or more statuses (e.g., power status, customer service status, quality status, etc.) of the player, as will be described herein, or other aspects of the game. Other components, in addition to or instead of a pair of dice may be used to generate random or partially random numbers or other outcomes and may be implemented in certain embodiments of the present invention.

Turning now to FIG. 4 , as exemplary playing surface 10 is provided. As shown in the example of FIG. 4 , some of the game spaces include indicia or markings thereupon, which indicates the type of game space (e.g., financial activity game space, non-financial activity game space, etc.). It should be noted that in the exemplary embodiment of FIG. 4 some of the game spaces include indicia, while others do not, in another embodiment, all of the game spaces may include some indicia thereupon, which may indicate an action, activity, or other aspect of the game.

In any event, still referring to FIG. 4 , in in at least one embodiment, a plurality of the game spaces, referred to as financial activity game spaces, include financial activity indicia disposed thereon or otherwise associated therewith. Financial activity indicia, as used herein, represent or instruct a player to, or provide the option to, perform or participate in a financial activity, such as, but not limited to purchasing a space (e.g., in the form of purchasing a hotel, a merchant, automobile dealership, etc.), purchasing goods and/or services, paying off a previously acquired debt, obtaining or issuing a refund, etc.

As an example, and as described herein, some of the financial activity indicia or financial activity game spaces 20, 20 a-20 e of at least one embodiment of the present invention may represent a property (such as but in no way limited to a hotel). In other cases, the financial activity indicia 22, 22 a-22 d of at least one embodiment of the present invention may represent a merchant (such as but in no way limited to a store or an automobile dealership), etc. Some other financial activity indicia of the present invention may represent obtaining a credit card, line of credit or accounts receivable (e.g., as represented as “Get Credit” at reference character 23), obtaining or purchasing a bond (e.g., as represented as “Buy Bond” or “GET BOND,” not shown), obtaining or requesting a refund (e.g., as represented as “Refund” at reference character 27), and/or for paying off a debt/credit (e.g., as represented as “Collection” at reference character 29).

Furthermore, the playing surface 10 of at least one embodiment of the present invention may also include one or more non-financial indicia, or non-financial game spaces, including, but in no way limited to a change of status game space, as represented as 24, a move game space, etc.

Moreover, in at least one embodiment of the present invention, each player or player piece 12 a, 12 b is associated with at least one player status, which, as described herein, can impact certain aspects of the game, such as but not limited to, how much a player will pay in a financial transaction, such as, for example, the financial amount required in the transaction to acquire property or a merchant, the financial amount required to pay for or purchase goods or services, whether a player needs to pay back previously acquired or accumulated credit or debt, whether a player will receive or provide a refund, etc.

In any event, in at least one embodiment, at the beginning of the game, e.g., before a player piece is traversed along the path or playing surface, the player status(es) will be defined. In other cases, the player status(es) may be defined later in the game or after the start of the game. In any event, as an example, a player may roll a single dice, a pair of dice, or use other like component(s) or game element(s), such as a random or pseudo-random number (or other) generator, to determine the player status(es). As will be described herein, in at least one embodiment, each player or player piece will be associated with a power status. In some embodiments, each player or player piece may also be associated with one or more refund statuses, such as a customer service or customer satisfaction status and/or a quality status. As will be described herein, the power status may be used throughout various aspects of the game to at least partially determine a financial amount owed to complete a financial transaction, such as, for example, an amount needed to purchase a property, an amount needed to purchase a merchant, an amount needed to purchases goods/services from another player's property or merchant, etc. The refund status(es) may be used in some aspects of the game that allow for other player's to request or obtain a refund for services provided or goods purchased, as described herein.

FIGS. 5A, 5B and 5C illustrate exemplary game components that may be used to indicate or keep track of the one or more player statuses (e.g., power status, customer service/satisfaction status, quality status, etc.) throughout the course of the game. It should be noted that in certain embodiments, one or more of the player statuses may be changed throughout the game play, such as, for example, when or if a particular player piece lands on a change status game space, e.g., as represented by “CHANGE POWER STATUS” or “CHANGE P STATUS” 24 a, “CHANGE CS STATUS” (i.e., change customer service status) 24 b, or “CHANGE QUALITY STATUS” or “CHANGE Q STATUS” 24 c, shown in exemplary FIG. 4 .

As just an example, the status indicator component(s) 30 a-30 c represented in FIGS. 5A, 5B and 5C of at least one embodiment may include a base 32 a, 32 b, 32 c, a movable indicator 34 a, 34 b, 34 c, and a plurality of indicia, such as, but not limited to numbered indicia. In the examples shown, the numbered indicia disposed on the base or status indicator represent numbers 1 through 6, as provided on a standard 6-sided dice. In this manner, as an example, if a player rolls a three on the dice when determining the power status, the power status indicator 30 a illustrated in FIG. 5A will be manipulated to point or direct the movable indicator 34 a toward the number ‘3’ indicia, representing that the player's power status is equal to three. Thus, as the game play progresses, the particular player's power status can be easily identified using the power status indicator 30 a. Further, if the player piece lands on a “CHANGE POWER STATUS” or equivalent game space during the game play, the player will roll the dice again and change the power status on the power status indicator, if necessary.

Similarly, the customer service status indicator 30 and quality status indicator 30 c operate in the same manner to identify or indicate the player's customer service status and quality status, respectively.

It should be noted that in the exemplary embodiment shown in the Figures, the player statuses, such as the power status, customer service/satisfaction status, and quality status, is/are defined by a numerical value, as determined by a dice, random number generator, pseudo-random number generator, etc. However, other embodiments may use other representations to define the different player status, including but in no way limited to colors, shapes, symbols, etc.

It should also be noted that the indicators represented in FIGS. 5A, 5B and 5C are exemplary in nature and should not be considered limiting. More specifically, other embodiments may implement different indicators that are used to identify or indicate the player status(es). In addition, other indicia may be used to define the player status(es) including, but not limited to, other number ranges, colors, words (e.g., high, medium, low), etc.

In at least one embodiment, the game may begin by first identifying the status(es), e.g., the power status, customer service status and/or quality status, of each player. As above, this can be done via rolling one or more dice, although other embodiments may use other forms or features to indicate the player status(es), including drawing or choosing a card, initialing a random number generator (either in tangible form or implemented on a computer), etc. In any event, once the player status(es) are determined and assigned, during play of the game, the players will progressively, turn-by-turn, traverse through the path of the playing surface 10 by rolling the dice, pair of dice or other like component and moving his/her corresponding piece a corresponding number of game spaces. In some embodiments, some or all of the game spaces include indicia disposed thereon which will determine what, if anything, the player must do or, in some cases, may do. As described herein, some of the game spaces will include financial activity indicia instructing the player to participate in a mandatory or in some cases discretionary financial activity, such as, but in no way limited to purchasing of goods and services, paying off debt, etc. Participating in the financial activities or otherwise completing a financial transaction associated with the financial activities of certain embodiments require the player to have financial resources or financial holdings.

In at least one embodiment, there are a plurality of different financial resources that are available to the players for completing or participating in the mandatory or discretionary financial activities. More specifically, in at least one embodiment, the game of the present invention defines or allows for at least two, and in some cases, at least three financial holdings, including, for example, cash, credit (e.g., credit cards, lines of credit, accounts receivable), and/or bonds. The credit and bond financial holdings of at least one embodiment are discussed in more detail below.

In some cases, at the beginning of the game, each player may be assigned a certain amount of financial holdings, such as a certain amount of cash, credit and/or bonds. In some embodiments, the game will begin by assigning some cash, credit and/or bonds to each player, while additional cash, credit and bonds will need to be acquired during play. There may be a number of different ways of initially assigning financial holdings to the players. One option in one embodiment may be to assign each player with the same amount of financial holdings (e.g., cash, credit, bonds) based upon predetermined rules or regulations. In other cases, the players may be initially assigned different amounts of financial holdings at the beginning of the game based on various factors or events, such as a roll of the dice and/or cross-referencing a payment chart (not shown).

In any event, as the game progresses, and as the players traverse the path of the playing surface 10, the players' pieces will land on various game spaces with different indicia disposed thereon. As mentioned above, some of the indicia and corresponding game spaces represent mandatory financial activities which the player must complete, discretionary financial activities which the player may complete if he or she so chooses, non-financial activities, etc. Below are some of the different financial and non-financial activities, whether mandatory or discretionary, instructed by the indicia of at least one embodiment of the present invention.

Property/Ownership Spaces

Some of the game spaces of at least one embodiment may be classified as property or ownership spaces 20 a-20 e in that they represent ownership of one or more properties or game spaces. For example, in the embodiment illustrated in FIG. 4 , the property spaces 20 a-20 e are represented by the indicia “HOTEL 1,” “HOTEL 2,” “HOTEL 3,” “HOTEL 4,” “HOTEL 5,” or more generically, “HOTEL.” These designations and indicia are merely exemplary and should not be deemed limiting. For example, in other cases, the property spaces may include specifically named hotels, motels, houses, apartments, neighborhoods, etc. It should also be noted that the property/ownership spaces may represent other real world items, and are thus not necessarily limited to real property or structural buildings that may be placed on real property.

In any event, in at least one embodiment, landing on a property/ownership space 20 a-20 e may allow the player to purchase the property or game space, for example, if the property or game space is not already owned by another player. In at least one embodiment, purchasing a property/ownership game space 20 a-20 e is discretionary in that the player may decide to either purchase or not to purchase the space, depending on, for example, the price, the amount of financial holdings which that player has, and other strategies or factors. Landing on a property space 20 a-20 e which is owned by another player, may require the player to submit a mandatory fee, e.g., represented by purchasing a good or service, as mentioned below.

In some embodiments, at least one, some or all of the property/ownership game spaces 20 a-20 e also include a status condition. As an example, space 20 a denoted by “HOTEL 1” has a status condition of “Status >4” or otherwise status is greater than 4. Similarly, space 20 b denoted by “HOTEL 2” has a status condition of “Status >3” or otherwise status is greater than 3. In some cases, the status condition associated with a property ownership space means that a player who lands on the space may only have the option to purchase the particular space or property identified on the space if the player has a power status (e.g., as indicated by the power status indicator 30 a of FIG. 5A) that satisfies or meets the status condition.

As an example, in FIG. 4 , a player may only have the option to purchase “HOTEL 1” 20 a if the player's power status is greater than 4 (e.g., 5 or 6) at the time the player lands on the game space 20 a. In other words, if the player's power status is 4 or less at the time the player's piece lands on game space 20 a, then, in at least one embodiment, the player may not have the option to purchase the property or game space. If the property/ownership space does not have a status condition, such as game space 20 d representing “HOTEL 4” in the example, then any player whose piece lands on the space, and the space is not owned by another player, may have the option to purchase the space, regardless of the player's current power status.

In at least one embodiment, when a player lands on a property game space, the player may be instructed to or in some cases will need to choose a corresponding property card 122, or an equivalent, for example, from a stack of property cards 120. In the embodiment illustrated in FIGS. 6A and 6B, the property/ownership cards are represented as “HOTEL” cards, although other indicia or designation may be provided. In some cases, the hotel cards are random, meaning that if a player lands on HOTEL 1, he/she must choose a random hotel card, which will then be applicable to that play or game space. In other embodiments, each property game space may have a corresponding card. For example, if a player lands on HOTEL 1 game space, then that player must choose the corresponding HOTEL 1 card, rather than a random card.

Furthermore, as represented in FIG. 6B, the property or hotel card 122 of at least one embodiment includes indicia or conditions, represented as 124, for purchasing a property, e.g., the property identified on the game space on which the player piece landed. In the example provided, the purchasing conditions 124 identify one or more prices or financial amounts the player must pay in order to purchase (or own) the property or game space. In some cases, as shown, the purchasing conditions 124 identify that the price which the player must pay to obtain or own the game space may at least partially depend on or correspond with the player's power status. For instance, a player with a higher power status (at the time of landing on the particular game space) may pay less for the same property than another player with a lower power status. In other words, the financial amount that the player must pay in order to purchase the property may be at least partially defined by or determined by the player's power status. Moreover, purchasing a property or merchant may require the player to deposit the designated financial amount into a general bank in order to acquire ownership of that property or merchant.

The example provided indicates that if the player's power status is 1, the price for the property is $400,000; if the player's power status is 2 or 3, the price for the property is $300,000; if the player's power status is 4, the price for the property is $200,00; and is the player's power status is greater than 4, the price for the property is $100,00. Of course, this is merely exemplary, and other numbers, status ranges, status conditions and prices are contemplated within the scope of the present invention.

In some cases, the hotel cards 122 correlate with a particular space on the game board. For example, a game space may be labeled “Clifford Hotel,” which may correlate with a particular Clifford Hotel card which the player will find or receive. Similarly, the Clifford (or other) Hotel card or other like representative piece may indicate different costs depending on the power status. For example, the card or other representative piece may indicate the following: if the player's power status is greater than or equal to five, then pay $250,000 for the property, if the player's power status is equal to four, then pay $500,000 for the property; if the player's power status is equal to three, then pay $1,000,000 for the property; and if the player's power status is less than or equal to two, then pay $2,000,000 for the property. Of course, these numbers are merely illustrative and not limiting.

Of note, some properties may cost more than other properties throughout the game or game board. For example, the costs for the Clifford Hotel may differ from the costs for an Oxford Rigali Hotel, or more generally, the costs for Hotel 1 may differ from the costs for Hotel 2, etc.

Still referring to FIG. 6B, the property or hotel card 122 may also include indicia or conditions, represented as 126, related to purchasing goods or services in connection with the property. It should be noted that the purchasing indicia or goods/services conditions 126 may be represented on separate card or separate game pieces.

In the example provided, the goods and/or services conditions 126 identify one or more prices a player must pay in order to purchase goods or services, such as rent from the property, related to the game space. In other words, if, during game play, a player's piece lands on a property game space, and that property game space is already owned by another player, then the player who landed on the space must, in at least one embodiment, pay a fee or purchase goods/services in connection with the game space. In some cases, as shown, the goods/services conditions 126 identify that the price which the player must pay as a fee for landing on the space or as a fee for purchasing goods/services for the space may depend on or correspond with the player's power status. For instance, a player with a higher power status (at the time of landing on the particular game space) may pay a lower fee (e.g., a lower goods/services fee) for than another player with a lower power status. In other words, the financial transaction to purchase the goods/services, such as rent from the property, may include a financial amount or price that is at least partially determined by the player's power status.

It should also be noted that in some embodiments, the purchase of goods/services may not include the actual transfer of items, rather, the goods/services may be theoretical and a conceptual aspect of the game. In other embodiments, however, it is contemplated that actual items may be exchanged to symbolize or to confer the purchase of goods/services as provided herein.

The example provided indicates that if the player's power status is 1, the fee for landing on the space or property is $1,000; if the player's power status is 2, the fee for landing on the space or property is $800; if the player's power status is between 3 and 4, the fee for landing on the space or property is $500; and if the player's power status is between 5 and 6, the fee for landing on the space or property is $200. Of course, this is merely exemplary, and other numbers, status ranges, status conditions and prices are contemplated within the scope of the present invention.

It should be noted that, in at least one embodiment the price for purchasing a property game space or the fee for landing on a property game space may be paid by a player using one or more of the various financial holdings, e.g., cash, credit or bond(s), which the player may have. As described above, cash may be provided at the beginning of the game, and may also be acquired throughout the game as other players pay for goods/services or fees for landing on game spaces. Credit and bond financial holdings are described below.

Merchant/Ownership Spaces

Referring again to FIG. 4 , some of the game spaces of at least one embodiment may be classified as merchant spaces 22 a-22 d in that they represent ownership of one or more merchants, stores or game spaces which represent merchants or stores (e.g., clothing stores, grocery stores, drug stores, automobile dealerships, etc.) For example, in the embodiment illustrated in FIG. 4 , the property spaces 22 a-22 d are represented by the indicia “STORE 1,” “STORE 2,” “STORE 3,” and “STORE 4,” or more generically, “STORE.” These designations and indicia are merely exemplary and should not be deemed limiting. For example, in other cases, the merchant spaces may include specifically named stores, automobile dealerships, etc.

In any event, the merchant spaces 22 a-22 d can, in some embodiments, function or operate in a similar manner as the property spaces 20 a-20 e described above. For instance, in at least one embodiment, landing on a merchant/ownership space 22 a-22 d may allow the player to purchase the merchant or game space, for example, if the merchant or game space is not already owned by another player. In at least one embodiment, purchasing a merchant/ownership game space 20 a-20 d is discretionary in that the player may decide to either purchase or not to purchase the space, depending on, for example, the price, the amount of financial holdings which that player has, and other strategies. Landing on a merchant space 22 a-22 d which is owned by another player, may require the player to submit a mandatory fee, e.g., represented by purchasing a good or service, as mentioned below.

In some embodiments, at least one, some or all of the merchant/ownership game spaces 22 a-22 d also include a status condition. As an example, space 22 a denoted by “STORE 1” has a status condition of “Status >5” or otherwise status is greater than 5. In some cases, the status condition associated with a merchant ownership space means that a player who lands on the space may only have the option to purchase the particular space or merchant identified on the space if the player has a power status (e.g., as indicated by the power status indicator 30 a of FIG. 5A) that satisfies or meets the status condition.

As an example, in FIG. 4 , a player may only have the option to purchase “STORE 1” 22 a if the player's power status is greater than 5 (e.g., 6) at the time the player lands on the game space 22 a. In other words, if the player's power status is 5 or less at the time the player's piece lands on game space 22 a, then, in at least one embodiment, the player may not have the option to purchase the property or game space. If the merchant/ownership space does not have a status condition, then any player whose piece lands on the space, and the space is not owned by another player, may have the option to purchase the space, regardless of the player's current power status.

In at least one embodiment, when a player lands on a merchant game space, the player may be instructed to or in some cases will need to choose a corresponding merchant card 132, for example, from a stack of merchant cards 130. In the embodiment illustrated in FIGS. 7A and 7B, the merchant/ownership cards are represented as “STORE” cards, although other indicia or designation may be provided.

As represented in FIG. 7B, the merchant or store card 132 includes indicia or conditions, represented as 134, for purchasing a merchant, e.g., the merchant identified on the game space on which the player piece landed. In the example provided, the purchasing conditions 134 identify one or more prices or fees the player must pay in order to purchase (or own) the merchant or game space. In some cases, as shown, the purchasing conditions 134 identify that the price which the player must pay to obtain or own the game space may depend on or correspond with the player's power status. For instance, a player with a higher power status (at the time of landing on the particular game space) may pay less for the same merchant than another player with a lower power status. In other words, the financial amount due in the financial transaction to purchase the merchant may be at least partially determined by the player's power status.

The example provided indicates that if the player's power status is 1, the price for the store or merchant is $100,000; if the player's power status is 2, the price for the merchant or store is $80,000; and if the player's power status is between 3 and 6, the price for the merchant or store is $50,00. Of course, this is merely exemplary, and other numbers, status ranges, status conditions and prices are contemplated within the scope of the present invention.

Still referring to FIG. 7B, the merchant or store card 132 may also include indicia or conditions, represented as 136, related to purchasing goods or services in connection with the property. In the example provided, the goods and/or services conditions 136 identify one or more prices the player must pay in order to purchase goods or services related to the game space. In other words, if, during game play, a player's piece lands on a merchant game space, and that merchant game space is already owned by another player, then the player who landed on the space must, in at least one embodiment, pay a fee or purchase goods/services in connection with the game space. In some cases, as shown, the goods/services conditions 136 identify that the price which the player must pay as a fee for landing on the space or as a fee for purchasing goods/services for the space may depend on or correspond with the player's power status. For instance, a player with a higher power status (at the time of landing on the particular game space) may pay a lower fee (e.g., a lower goods/services fee) for than another player with a lower power status. In other words, the financial amount due in the financial transaction to purchase goods/services from the merchant may be at least partially determined by the player's power status.

The example provided indicates that if the player's power status is between 1 and 2, the fee for landing on the space or merchant is $1,000; if the player's power status is between 3 and 4, the fee for landing on the space or merchant is $800; if the player's power status is 5, the fee for landing on the space or merchant is $500; and if the player's power status is 6, the fee for landing on the space or merchant is $200. Of course, this is merely exemplary, and other numbers, status ranges, status conditions and prices are contemplated within the scope of the present invention.

It should also be noted that in some embodiments, the purchase of goods/services may not include the actual transfer of items, rather, the goods/services may be theoretical and a conceptual aspect of the game. In other embodiments, however, it is contemplated that actual items may be exchanged to symbolize or to confer the purchase of goods/services as provided herein.

It should be noted that, in at least one embodiment the price for purchasing a merchant game space or the fee for landing on a merchant game space may be paid by a player using one or more of the various financial holdings, e.g., cash, credit or bond(s), which the player may have. As described above, cash may be provided at the beginning of the game, and may also be acquired throughout the game as other players pay for goods/services or fees for landing on game spaces. Credit and bond financial holdings are described below.

Credit/Accounts Receivable

In some embodiments, one of the financial holdings available to a player may be credit, credit cards, lines of credit, or accounts receivable. For instance, if the player has available credit, the player can use that available credit to purchase items in the game (e.g., property or merchant spaces, goods/services, rent, fees, etc.), for example, instead of paying an opposing player cash. Doing so may free up the player's cash for other important items or moves in the game. As will be described herein, if a player uses credit to purchase items within the game, the financial amount(s) paid with the credit will be recorded, and the player may have to subsequently pay back the acquired or accumulated credit debt during certain credit payback time zones or time frames 50 a-50 c, defined on the playing surface or when crossing or landing on a “Collection” space.

As just an example, the playing surface may define or identify three or more credit payback timeframes, such as 30-days, 60-days and 90-days. Of course, these particular timeframes or indicia are merely exemplary and should not be considered limiting. As will become apparent from the discussion herein, in some embodiments, a player may be able to skip or forego payment of credit debt during a payback timeframe depending on certain conditions, such as, the player's power status. In other words, in some embodiments, a player with a high power status may be able to avoid payment on acquired credit debt, either temporarily or entirely.

Referring again to FIG. 4 , some of the game spaces of at least one embodiment may be classified as get credit spaces 23 in that they provide an opportunity for a player whose piece lands on a get credit space 23, to obtain or add to an amount of credit which may be used later in the game for financial transaction, such as purchasing goods/services, paying fees, purchasing property or merchants, etc. For example, in the embodiment illustrated in FIG. 4 , the get credit spaces 23 are represented by the indicia “GET CREDIT,” however, this designation and indicia is merely exemplary and should not be deemed limiting.

In at least one embodiment, when a player lands on a get credit game space 23, the player may be instructed to or in some cases will need to choose a corresponding get credit card 142, for example, from a stack of get credit cards 140, as represented in FIGS. 8A and 8B, for example. In particular, the illustrated example in FIG. 8B indicates on the card 142 via corresponding indicia 144 that the player who chose the card receives $100,000 in credit. This credit limit or credit amount can thereafter be used to purchase items in the game, as provided herein.

In some embodiments, the get credit spaces 23 or cards 142 may also include a status condition which can be indicative of how much (if any) credit the player will receive. As an example, the get credit space 23 may have a status condition indicating the minimum power status required to receive the credit. As just an example, the space 23 may include indicia representative of “Status >3.” In that case, the player landing on the space must have a power status greater than 3 in order to receive any credit. In other embodiments, the get credit card 142 may include one or more status conditions which indicate different levels of credit based on the player's power status. As an example, although not shown the exemplary Figures, the card 142 may include indicia representing that a player with a power status of 1 will receive a certain amount of credit, a player with a power status of 2 will receive a different amount of credit, etc. In other words, in some embodiments, the amount of credit the player obtains may be dependent on the player's current power status.

Referring again to FIG. 4 , in some embodiments, the playing surface or game board may include one or more collection or pay back game spaces, represented at 29. In some embodiments, a player's piece cannot pass a collection game piece 29 unless and until the conditions of the collection game space are satisfied. As an example, in some embodiments, the collection game space 29 has a payment condition and a power status condition. Satisfying either the payment condition or the power status condition will allow the player to pass the collection game space 29.

More specifically, the payment condition of the collection game space 29 of at least one embodiment may be satisfied if and when the player pays its current credit debt or credit liabilities. For example, during the course of the game, the player may acquire credit liabilities if the player decides to use a credit amount to purchase goods/services, pay for fees, purchase properties or merchants, etc. For example, when a player lands on a hotel or merchant game space owned by an opposing player, instead of paying the opposing player in cash, the player may use credit and therefore defer (or in some cases even avoid) payment. Using the credit at the time of the financial transaction will allow the player to delay the actual payment, for example, until the player gets to the collection game space 29. In order to satisfy the payment condition of the collection game space 29, in at least one embodiment, the player will need to pay off the previously acquired credit liabilities. Otherwise, the payment condition of the collection game piece is not satisfied.

As mentioned above, the collection game piece 29 of certain embodiments may also include a status condition, such as a power status condition. For example, with reference to FIG. 4 , the collection game space 29 may include indicia or a condition such as “Status <4” or status is less than 4 which represents a range of the power status where the player must pay the credit liabilities. More specifically, the status condition represents that if the player has a power status that is less than 4, the player must satisfy the payment condition. In other words, in order to satisfy the status condition in this example, the player must have a power status of 4 or greater.

As another example, the status condition of the collection game space may be written or represent a range of power statuses which satisfy the condition, such as, “Status >3.” In this example, if the player has a power status of 4 or greater, the player has satisfied the status condition. In other words, of the player has a power status of less than 4, the player has not satisfied the status condition and must pay the credit liabilities.

More specifically, when a player lands on or attempts to pass a collection game space 29, the player must first satisfy at least one of the payment condition or the status condition. If the player's power status is too low and is below the lower threshold limit of the status condition, then the player has not met the status condition and must meet the payment condition (or otherwise pay off the credit liabilities) before passing the collection game space 29. In this manner, a player with a higher power status has a greater chance of bypassing the collection game spaces 29 without having to pay the prior credit liabilities. In other words, a player can avoid paying for credit liabilities if the player's power status is high enough to satisfy the status conditions of the collection game spaces 29.

Furthermore, in some embodiments, the playing surface may define or identify two or more credit payback timeframes or areas, such as, but in no way limited to 30-days 50 a, 60-days 50 b and 90-days 50 c. Of course, these particular timeframes or indicia are merely exemplary and should not be considered limiting. In some embodiments, each of the timeframes or areas 501, 50 b, 50 c include at least one collection game space 29. In particular, with reference to the exemplary game board of FIG. 4 , the first payback timeframe 50 a may be defined as the 30-day payback timeframe and defined in rows 3 and 4, or the two rows between the 30-day and 60 day indicia. The second payback timeframe 50 b may be defined as the 60-day payback timeframe and defined in rows 5 and 6, or the two rows between the 60-day and 90-day indicia. Finally, the third payback timeframe 50 c may be defined as the 90-day payback timeframe and defined in rows 7 and 7, or the two rows after the 90-day indicia. As represented, each of the exemplary payback timeframes includes a collection game space 29, which, as provided above cannot be passed unless the player's prior credit liabilities are paid or the player has a power status that is high enough to satisfy the status condition.

In some cases, if a player passes the 90-day collection timeframe with a power status that allows that player to avoid paying the credit debt, then in some embodiments, the player may completely avoid paying the debt and the debt may be erased. In this manner, it may be beneficial to pay with credit, if available, as opposed to cash, in the game of certain embodiments. For instance, with credit, a player may not have to pay for the goods/services if the power status is high enough, particularly while passing collection spaces.

It should be noted that in other embodiments, the payment timeframes may include any number of collection game spaces, for example, from zero and up. The game board represented in FIG. 4 is merely exemplary of at least one embodiment.

Bonds

An additional financial holding available to the players of at least one embodiment are bonds. Bonds can be purchased, for example, by landing on a “BUY BOND” space 25, and later traded off or exchanged for purchases, goods/services or other financial transactions occurring throughout the game.

More specifically, referring again to FIG. 4 , the playing surface 10 of at least one embodiment may include one or more “BUY BOND” game spaces 25. When a player or a player's piece lands on a bond space 25, the player will be provided the opportunity to purchase a bond. For example, in at least one embodiment, when a player lands on a bond game space 25, the player may be instructed to or in some cases will need to choose a corresponding bond card 152, for example, from a stack or collection of bond cards 150. In the embodiment illustrated in FIGS. 9A and 9B, the bond cards 152 are represented as “BOND” cards, although other indicia or designation may be provided.

As represented in FIG. 9B, the bond card 152 includes indicia or conditions, represented as 154, for purchasing a bond. In the example provided, the purchasing conditions 154 identify one or more prices or fees the player must pay in order to purchase the corresponding bond. In some cases, as shown, the purchasing conditions 154 identify that the price which the player must pay to obtain or own the game space may depend on or correspond with the player's power status. For instance, a player with a higher power status (at the time of landing on the particular game space) may pay less for the same bond than another player with a lower power status.

In the example provided in FIG. 9B, the bond card indicates a $100,000 bond is available for purchase, however, the amount of payment required to obtain the bond depends on the player's power status—the higher the player's power status, the less the player will pay or the greater discount the player obtains on the bond. For instance, in the example, a player with a power status of 1 must pay $95,000 for the bond; a player with a power status of 2 must pay $80,000 for the bond; a player with a power status of 3 must pay $70,000 for the bond; a player with a power status of 4 must pay $50,000 for the bond; a player with a power status of 5 must pay $40,000 for the bond; and a player with a power status of 6 must pay $30,000 for the bond.

In other examples, the bond value may also change on the same bond card depending on the player's power status. For example, the bond card may include the following payment or purchasing conditions 154: power status of 6 has an option to buy a $100,000 bond at an 80 percent discount, thereby paying $20,000 for the bond; power status of 4 has an option to buy a $500,000 bond at a 20 percent discount, thereby paying $400,000 for the bond; power status of 2 obtains a $500,000 bond premium of 25 percent, thus the player will need to pay $650.00 back; and power status of 2 obtains a $400.00 bond with a premium of 100 percent, thus the player will need to pay $800.00 back on the bond.

Thus, these example show that the higher the power status, the higher the discount the player obtains with options to purchase bonds. Conversely, the lower the power status, the higher amount the player must pay to acquire the bond. Of course, these numbers and conditions are merely exemplary and should not be considered limiting in any manner.

Refunds

Additional features of at least one embodiment may include the ability for a player to obtain a refund for previously paid fees, for example, to one or more opposing players. In other words, in some cases, a player may be able to obtain money (e.g., cash or credit payments) previously submitted to or owed to an opposing player for goods/services.

As an example, in at least one embodiment, the playing surface or game board may include one or more refund spaces 27 which, when landed upon by a player or player piece, may allow that player to qualify for a refund. In some cases, the refund may be associated with one or more refund conditions or refund status conditions, generally represented as 164, which if met allows the player to obtain or request a refund. In some embodiments, the refund conditions may be associated with the refund space 27, for example, by being marked directly thereupon, while in other cases, a refund card 162 or an equivalent may be included which has one or more refund conditions disposed therein.

More specifically, as shown in FIG. 10A, in at least one embodiment, when a player lands on a refund game space 27, the player may be instructed to or in some cases will need to choose a corresponding refund card 162, for example, from a stack or collection of refund cards 160. In the embodiment illustrated in FIGS. 10A and 10B, the refund cards 162 are represented as “REFUND” cards, although other indicia or designation may be provided. Of course, the as with other features described herein, the term card is used as exemplary and not limiting in that other structures, whether physical, tangible or electronically implemented, are included.

In any event, the refund conditions 164 may, in some cases, include a status condition, such as a quality status condition, a customer service/satisfaction status condition, and/or a power status condition which, when met, qualifies the player to obtain a refund. As just an example, in at least one embodiment, the refund condition 164 may include a customer status condition associated with the opposing player, which as represented in the illustrated example of FIG. 10B, states that “if the opposing player's Customer Service status is less than 4, then you qualify for a refund of up to $20,000.” In this example, the customer service condition applies to the customer service status of the opposing player. In other examples, the refund condition may include the quality status of the opposing player, such as, for example, ““if the opposing player's Quality status is less than 4, then” the condition is met. In yet another example, the refund condition may include the power status of the player, such as, for example “if your Power status is greater than 3, then” the condition is met.

In either case, the refunds for previously paid or previously owed fees is unique. As an example, if the player qualifies for a refund of a certain amount (e.g., up to $20,000), such as by landing on a refund space and satisfying the refund conditions, if the player has accumulated bills from an opposing player or otherwise paid an opposing player (e.g., in the amount of $15,000), such as by previously landing on one or more hotels or merchants owned by the opposing player, then the player may obtain a refund for those fees. In this example, the player may not be able to get a refund of $20,000 because only $15,000 have been paid or accumulated, however, in some embodiments, the player may be able to retain the remaining $5,000 to pay off future fees to the opposing player.

Seasonal and/or Regional Features

Additional features of at least one embodiment of the present invention may include seasonal features and in some embodiment, regional features. Referring to the exemplary playing surface 10 represented in FIG. 4 , in at least one embodiment, the playing surface or game board may include indicia related to various seasons (e.g., Summer, Fall, Winter, Spring) or in other cases, as shown, the twelve months of the year (e.g., January through December). Specifically, each month or each season may include a plurality of game spaces (such as one or more rows of game spaces) which allows the game play to be separated into different seasons, different months, or different temporal zones.

Still referring to the exemplary embodiment of FIG. 4 , in some cases, the playing surface or game board may also include indicia representing regions, such as, but in no way limited to “West,” “Central,” “East,” etc. Of course, other regional or geographical indicia may be implemented.

In some embodiments, the fees that are due for certain aspects of the game (e.g., for purchasing a property or hotel space, for purchasing a merchant space, or for purchasing goods/services due for landing on a property or merchant space, as described above), may be different depending on the corresponding season, month, or temporal zone, as provided by the seasonal indicia, or in some cases, depending on the corresponding region or area as provided by the regional indicia.

More specifically, with reference to the example shown in FIG. 4 , the fees due for landing on a game space, e.g., a property or hotel space, in the first row labelled “JAN” for the month of January may be different than the fees due landing on a similar game space, e.g., a property or hotel space, in the row labelled “JUL” for July. In other words, the fees required for landing on game spaces associated with one season, month or temporal zone may be different than the fees required for landing on a game space in a different season, month or temporal zone.

Similarly, the fees due for landing on a game space, e.g., a property or hotel space, in one region (e.g., a game space in the column(s) labelled as the West region) may be different than the fees due landing on a similar game space, e.g., a property or hotel space, in a different region (e.g., a game space in the column(s) labelled as East region). In other words, the fees required for landing on game spaces associated with one region or area may be different than the fees required for landing on a game space in a different region or area.

In this manner, the game of at least one embodiment is designed to have a seasonal or temporal aspect to it where sales can be promoted during certain times of the year or during certain seasons. For example, holiday travel for hotels is often more prevalent from July through September, and therefore, the fees due for staying at a hotel (or for landing on a hotel space) during those months, may be different than for other months.

As just an example, FIGS. 11A, 11B and 11C provide different charts illustrating different fee requirements depending on when (or where on the game board) a player lands on a hotel. More specifically, the fee requirements may be different during different seasons, months or times. Each hotel may have different requirements, as shown in the different charts of FIGS. 11A, 11B and 11C.

Additionally, multiple conditions may be combined in order to define different fees or requirements throughout the game. As just an example, the season, month or time may be combined with the player's power status to calculate or to determine how much is owed for landing on a particular space, such as a hotel space or merchant space. More specifically, as shown in FIG. 11D, the fee amount or amount due by a player for landing on a hotel or merchant space (e.g., to pay an opposing player who owns the space for goods/services) may depend on multiple factors, such as the season and the player's power status. Of course, this is merely exemplary, and it should be apparent that other embodiments may combine other conditions or status to determine fees due, and of course, other amounts or fees (not just those shown in the Figures) are within the full scope of the present invention.

Add/Subtract Power Status Cards

Another feature of at least one embodiment of the present invention relates to the ability to modify (add to or subtract from) the player's power status during game play. For example, at least one embodiment of the present invention may include one or more, but more practically a plurality of modify power status cards 172, generally represented as a stack of cards 172 shown in FIG. 12A as 170. Although cards are shown, other structures, whether tangible or electronically implemented may be included in the various embodiments of the present invention.

In particular, the modify power status cards 172 include indicia relating to one or more actions, shown as 174. In some cases, the action(s) 174 may be associated with or otherwise include a condition 176 which limits or otherwise defines when the card can be played. More specifically, the action(s) 174 define an amount by which the player's power status is to be modified. In the example shown in FIG. 12A, the action is “Add 2 to the Power Status,” meaning that the player, when playing this card, will add 2 to his/her current power status amount. If the player's current power status is 3, adding 2 via the action provided in the exemplary card, will change the power status to 5. It should be noted that the action 174 defined on the cards 172 may be to add any amount (e.g., 1 though 5) to the player's power status or to subtract or remove any amount (e.g., 1 though 5) from the player's current power status. In other words, the modify power status cards or components allow for positive or negative impacts to the player's power status.

Furthermore, in at least one embodiment, the modify power status card or component 172 may also include a condition 176 which limits or defines when the card or component may be played or drawn. For example, the condition 176 may limit the card or component to when the player is purchasing or obtaining a property such as a hotel. In such an example, that card can only be applied during the time or immediately before the player purchases a property. Other conditions 176 may include, for example, when paying rent, when buying goods, when purchasing services, etc.

For instance, at the beginning of each game of at least one embodiment, each player may be allowed to select one or more (e.g., 10) modify power status cards 172, for example, from the stack 170 or from other structures or components. For instance, these cards 172 will be shuffles and then each player will select the cards randomly. Then, at any time during the game play, a player may decide to play or activate a modify power status card in order to benefit from or otherwise to apply the corresponding action (e.g., add to or subtract from the player's power status). In the case of adding to the player's power status, these cards can assist the player during certain times of the game, such as, when purchasing goods or services, purchasing property, or during times of collection, as described herein. Of note, these modify power status cards or features are often used in emergency situations by the players because the more they are used, the less the player will have for future emergencies.

Advertising Pieces

Yet another feature of at least one embodiment of the present invention may include the use of one or more advertising pieces. More specifically, at the beginning of the game (or in some cases during game play) each player will be allowed to select one or more (e.g., three) advertising cards. The advertising cards will designate whether a player is able to use one or more advertising pieces on the playing surface 10.

For instance, in some embodiments, the advertising piece(s) may move across the board or playing surface in any direction, such as forward, backward or diagonally, according to advertising move cards or other game rules. The advertising piece(s) force an opposing player piece to move a certain amount of spaces, for example, toward a hotel, store, etc., thereby requiring that opposing player to purchase goods/services or to pay rent.

More in particular, players will select advertising cards randomly. The cards will designate the type of advertising pieces each player will obtain or get. As an example, each advertising piece may designate a number of spaces or advertising range (e.g., 2, 3 or 4) and/or an advertising action (e.g., a number of forced moves), which means that if an opposing player's piece lands within or is within the advertising range (e.g., within 2, 3 or 4 spaces) of the advertising piece, then the opposing player's piece will need to move according to the advertising action. Additional cards or components may be included which, when drawn, direct how far the advertising piece must be moved on the board.

By way of example, if one player has an advertising piece designating an advertising range of 3 spaces on the board, and an opposing player's piece is within 3 spaces of the advertising piece, then the opposing player's piece must move up three spaces. If the opposing player's piece is three spaces from a hotel owned by the player, then the opposing player will need to move onto the hotel and pay rent.

Since other modifications and changes varied to fit particular operating requirements and environments will be apparent to those skilled in the art, the invention is not considered limited to the example chosen for purposes of disclosure, and covers all changes and modifications which do not constitute departures from the true spirit and scope of this invention. This written description provides an illustrative explanation and/or account of the present invention. It may be possible to deliver equivalent benefits using variations of the specific embodiments, without departing from the inventive concept. This description and these drawings, therefore, are to be regarded as illustrative and not restrictive.

Now that the invention has been described, 

What is claimed is:
 1. A business-strategy game, said game comprising: a playing surface comprising a path defined thereon, the path being defined by a plurality of game spaces, wherein at least some of said plurality of said game spaces comprise financial activity game spaces, at least one of said financial activity game spaces being representative of a property and at least one other financial activity game space being representative of a merchant, each player of said game being assigned a power status, wherein said power status is capable of being changed throughout said game, wherein, during the game, if a player piece lands upon a financial activity game space and the financial activity game space is not owned by another player, the player may purchase the game space via a corresponding purchasing transaction, wherein the corresponding purchasing transaction comprises a financial amount at least partially determined by the player's power status, wherein, during the game, if a player piece lands upon a financial activity game space and the financial activity game space is owned by a different player, the player must complete a corresponding financial transaction, wherein the financial transaction comprises a financial amount at least partially determined by the player's power status, wherein said path of said playing surface comprises at least one collection game space, said at least one collection game space comprising a power status condition, and wherein, upon arriving at the least one collection game space, if said player has an accumulated credit debt due to a prior financial purchase made by established credit, said player must satisfy at least one of said accumulated credit debt or said power status condition.
 2. The game as recited in claim 1 wherein said path of said playing surface is divided into a plurality of credit payback time areas, each of said credit payback time areas comprising at least one collection game space.
 3. The game as recited in 2 wherein said plurality of credit payback time areas are representative of 30 days, 60 days and 90 days.
 4. The game as recited in claim 3 wherein said path of said playing surface comprises at least one refund game space, wherein said at least one refund game space is associated with at least one refund status condition.
 5. The game as recited in claim 4 wherein upon landing on said at least one refund game space, a player is able to request a refund from a different player if the different player comprises at least one refund status within the status condition of the corresponding refund game space.
 6. The game as recited in claim 5 wherein the at least one refund status comprises a customer satisfaction status and a quality status.
 7. The game as recited in claim 1 wherein said playing surface further comprises seasonal indicia dividing said path into a plurality of seasons, wherein, during the game, if a player piece lands upon a financial activity game space and the financial activity game space is owned by a different player, the player must complete a corresponding financial transaction, wherein the corresponding financial transaction comprises a financial amount at least partially determined by the player's power status and the corresponding season.
 8. A business-strategy game, said game comprising: a playing surface comprising a path defined thereon, the path being defined by a plurality of game spaces, wherein a plurality of said game spaces comprise financial activity indicia disposed therein, at least one of said financial activity indicia being representative of a property and at least one other financial activity indicia being representative of a merchant, each player of said game comprising at least one player status, wherein said at least one player status is capable of being changed throughout said game, and wherein, during the game, if a player piece lands upon a game space comprising financial activity indicia, the player must complete a corresponding financial transaction.
 9. The game as recited in claim 9 wherein said path of said playing surface comprises at least one collection game space, wherein a player must satisfy any prior credit debt before passing said at least one collection game space.
 10. The game as recited in claim 9 wherein said path of said playing surface comprises at least one collection game space, wherein said at least one collection game space is associated with a status condition, and wherein a player with a corresponding player status within said status condition must satisfy any prior credit debt before passing said collection game space, and wherein a player with a corresponding player status beyond said status condition is able to pass said collection game space without satisfying any prior credit debt.
 11. The game as recited in claim 11 wherein said path of said playing surface comprises a plurality of credit payback time areas.
 12. The game as recited in claim 12 wherein each of said plurality of credit payback time areas comprises at least one collection game space.
 13. The game as recited in 13 wherein said plurality of credit payback time areas are representative of 30 days, 60 days and 90 days.
 14. The game as recited in claim 9 wherein said at least one player status comprises a power status and at least one refund status.
 15. The game as recited in claim 14 wherein said path of said playing surface comprises at least one refund game space, wherein said at least one refund game space is associated with a status condition.
 16. The game as recited in claim 15 wherein upon landing on said at least one refund game space, a player is able to request a refund from a different player if the different player comprises at least one refund status within the status condition of the corresponding refund game space.
 17. The game as recited in claim 16 wherein the at least one refund status comprises a customer satisfaction status and a quality status. 